Difference between revisions of "Robots"

From Team Fortress Wiki
Jump to: navigation, search
(Removed a false bug. If a Heavy with his a melee weapon taunts with the bomb, than it uses a melee taunt, not a primary taunt.)
Line 11: Line 11:
 
One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the [[Sentry Buster]] and the [[Tank Robot|Tank]] (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost.
 
One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the [[Sentry Buster]] and the [[Tank Robot|Tank]] (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost.
  
Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying [[Dispenser]]s and [[Teleporter]]s if they are not in the way. They are also completely oblivious to cloaked and disguised Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do, however, always notice when a Spy is on fire.
+
Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying [[Teleporter]]s if they are not in the way. They are also completely oblivious to [[Cloak|cloak]]ed and [[Disguise Kit|disguised]] Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do, however, always notice when a Spy is on fire.
  
Robots can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to cluser in front.
+
Robots can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to cluster in front.
  
 
Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the [[HUD]] indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with [[Media:Mvm warning.wav|an accompanying sound cue]], and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter.  
 
Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the [[HUD]] indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with [[Media:Mvm warning.wav|an accompanying sound cue]], and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter.  
Line 60: Line 60:
 
| style="border:1px solid #333;" | [[Rocket Launcher]]
 
| style="border:1px solid #333;" | [[Rocket Launcher]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Can fire rockets.
+
* [[Rocket Launcher|Can fire rockets]].
 
* Runs slower than the majority of robots (80% speed).
 
* Runs slower than the majority of robots (80% speed).
 
* Attacks in groups.
 
* Attacks in groups.
Line 68: Line 68:
 
| style="border:1px solid #333;" | [[Flame Thrower]]
 
| style="border:1px solid #333;" | [[Flame Thrower]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Uses Flame Thrower to attack up close.
+
* Uses the [[Flame Thrower]] to attack up close.
 
* Can deal [[afterburn]] damage with flames that have made contact with players.
 
* Can deal [[afterburn]] damage with flames that have made contact with players.
 
* Can [[airblast]] rockets back at players, including [[Sentry Gun]] rockets.
 
* Can [[airblast]] rockets back at players, including [[Sentry Gun]] rockets.
Line 76: Line 76:
 
| style="border:1px solid #333;" | [[Grenade Launcher]]
 
| style="border:1px solid #333;" | [[Grenade Launcher]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Uses Grenade Launcher to kill multiple enemies from a distance.
+
* Uses the [[Grenade Launcher]] to kill multiple enemies from a distance.
 
* Runs slightly slower than other robots (93% speed).
 
* Runs slightly slower than other robots (93% speed).
 
| style="border:1px solid #333;" | 175
 
| style="border:1px solid #333;" | 175
Line 83: Line 83:
 
| style="border:1px solid #333;" | [[Minigun]]
 
| style="border:1px solid #333;" | [[Minigun]]
 
| style="border:1px solid #333;" |  
 
| style="border:1px solid #333;" |  
* Uses Minigun to deal large amount of damage to nearby players.
+
* Uses the [[Minigun]] to deal large amount of damage to nearby players.
 
* Runs slower than all robots (77% speed).
 
* Runs slower than all robots (77% speed).
 
| style="border:1px solid #333;" | 300
 
| style="border:1px solid #333;" | 300
Line 91: Line 91:
 
| style="border:1px solid #333;" |  
 
| style="border:1px solid #333;" |  
 
* Spawns by teleporting onto the map near the bomb.
 
* Spawns by teleporting onto the map near the bomb.
* Builds a teleporter exit that acts as a forward spawn for the other robots.
+
* Builds a [[Teleporter]] Exit that acts as a forward spawn for the other robots.
* Builds and maintains a Sentry Gun to guard the teleporter.
+
* Builds and maintains a [[Sentry Gun]] to guard the [[Teleporter]].
* Support role only. A notification is always shown when an Engineer enters the map or its teleporter is built, and its entrance is announced by the [[Administrator]]. Killing one results in being notified if its teleporter is still active.
+
* Support role only. A notification is always shown when an Engineer enters the map or its Teleporter is built, and its entrance is announced by the [[Administrator]]. Killing one results in being notified if its Teleporter is still active.
 
* Other Engineers also exist that have less health, do not teleport in, and in some cases do not build Teleporters.
 
* Other Engineers also exist that have less health, do not teleport in, and in some cases do not build Teleporters.
 
| style="border:1px solid #333;" | 500 or 275
 
| style="border:1px solid #333;" | 500 or 275
Line 100: Line 100:
 
| style="border:1px solid #333;" | [[Sniper Rifle]]<br>[[Kukri]]
 
| style="border:1px solid #333;" | [[Sniper Rifle]]<br>[[Kukri]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Uses Sniper Rifle to deal  a large amount of damage (and possibly an instant kill) to players.
+
* Uses [[Sniper Rifle]] to deal  a large amount of damage (and possibly an instant kill) to players.
* Uses Kukri to deal damage to nearby players.
+
* Uses [[Kukri]] to deal damage to nearby players.
* Cannot headshot.
+
* Cannot crit on headshot.
 
* Sniper Rifle emits a laser to give away the Sniper's position.
 
* Sniper Rifle emits a laser to give away the Sniper's position.
 
* Support role only. A notification is always shown when a Sniper enters the map.
 
* Support role only. A notification is always shown when a Sniper enters the map.
Line 111: Line 111:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* Spawns from the players' side of the map.
 
* Spawns from the players' side of the map.
* Disguises as players to fool them.
+
* [[Disguise]]s as players to fool them.
 
* [[Backstab]]s players from behind, usually while disguised.
 
* [[Backstab]]s players from behind, usually while disguised.
* Cloaks with the Invisibility Watch to avoid detection.
+
* [[Cloaks]] with the Invisibility Watch to avoid detection.
* Saps [[Engineer]] [[building]]s with the Sapper.
+
* Saps [[Engineer]] [[building]]s with the [[Sapper]].
* Uses the Revolver to shoot at players when discovered.
+
* Uses the [[Revolver]] to shoot at players when discovered.
 
* Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing one results in being notified of how many Spies are left.
 
* Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the [[Administrator]]. Killing one results in being notified of how many Spies are left.
 
| style="border:1px solid #333;" | 125
 
| style="border:1px solid #333;" | 125
Line 152: Line 152:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
  
*Knock back players to advance the front lines.
+
*Knocks back players to advance the front lines.
 
|-
 
|-
 
| style="border:1px solid #333;" | {{Robot icon|scout jumping|alt=Jumping Sandman Scout|link=Scout Robot#Jumping Sandman Scout}} '''[[Scout Robot#Jumping Sandman Scout|Jumping Sandman Scout]]'''
 
| style="border:1px solid #333;" | {{Robot icon|scout jumping|alt=Jumping Sandman Scout|link=Scout Robot#Jumping Sandman Scout}} '''[[Scout Robot#Jumping Sandman Scout|Jumping Sandman Scout]]'''
Line 201: Line 201:
 
| style="border:1px solid #333;" | [[Flare Gun]], [[Detonator]]
 
| style="border:1px solid #333;" | [[Flare Gun]], [[Detonator]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Able to attack outside of flamethrower range.
+
* Able to attack outside of Flamethrower range.
* Deals crits and Mini-Crits against a burning target.
+
* Deals Crits and Mini-Crits against a burning target.
 
| style="border:1px solid #333;"  rowspan="3"| 175
 
| style="border:1px solid #333;"  rowspan="3"| 175
 
|-
 
|-
Line 209: Line 209:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* 100% crit chance.
 
* 100% crit chance.
* 25% faster reload time.
+
* 25% faster fire rate.
 
* Flares are only 35% of normal speed.
 
* Flares are only 35% of normal speed.
 
|-
 
|-
Line 216: Line 216:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* 100% crit chance.
 
* 100% crit chance.
* 25% faster reload time.
+
* 25% faster fire rate.
* 50% faster projectile speed.
+
* 30% faster projectile speed.
 
|-
 
|-
 
| style="border:1px solid #333;"  rowspan="4"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman'''
 
| style="border:1px solid #333;"  rowspan="4"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman'''
Line 231: Line 231:
 
| style="border:1px solid #333;" | [[Ali Baba's Wee Booties]]<br>[[Splendid Screen]]<br>[[Persian Persuader]]<br>[[Sultan's Ceremonial]]
 
| style="border:1px solid #333;" | [[Ali Baba's Wee Booties]]<br>[[Splendid Screen]]<br>[[Persian Persuader]]<br>[[Sultan's Ceremonial]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* More health and faster shield recharge rate than Type 1
+
* More health and faster shield recharge rate than Type 1.
 
| style="border:1px solid #333;" | 200
 
| style="border:1px solid #333;" | 200
 
|-
 
|-
Line 239: Line 239:
 
* Much faster firing speed.
 
* Much faster firing speed.
 
* 50% smaller clip size.
 
* 50% smaller clip size.
 +
*Much slower reload speed.
 
| style="border:1px solid #333;" | 175
 
| style="border:1px solid #333;" | 175
 
|-
 
|-
Line 262: Line 263:
 
| style="border:1px solid #333;" | [[Deflector]]<br>[[U-clank-a]]
 
| style="border:1px solid #333;" | [[Deflector]]<br>[[U-clank-a]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Similar attributes to regular heavy.
+
* Similar attributes to regular Heavy Robots.
 
* Can shoot down projectiles such as rockets and grenades.
 
* Can shoot down projectiles such as rockets and grenades.
 
|-
 
|-
Line 276: Line 277:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* Runs faster than other Heavy robots, at 99.67% speed.
 
* Runs faster than other Heavy robots, at 99.67% speed.
* All damage taken is in the form of mini-crits.
+
* All damage taken is in the form of Mini-Crits.
 
* Attacks alongside Heavyweight Champs (Type 1), in smaller quantities.
 
* Attacks alongside Heavyweight Champs (Type 1), in smaller quantities.
 
* Attacks only with melee.
 
* Attacks only with melee.
Line 317: Line 318:
 
* Can heal other robots, building up ÜberCharge at a far faster rate.
 
* Can heal other robots, building up ÜberCharge at a far faster rate.
 
* Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled.
 
* Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled.
* Spawns with nearly full ÜberCharge and will activate it as soon as either it or the healing target are reduced to 35% of their maximum health.
+
* Spawns with full ÜberCharge and will activate it as soon as its healing target's health is reduced to 60% of their maximum health or it's when damaged below 54 health.
 
* When separated from its healing target, it will pull out a Syringe Gun and fire at players.  
 
* When separated from its healing target, it will pull out a Syringe Gun and fire at players.  
 
| style="border:1px solid #333;" | 150
 
| style="border:1px solid #333;" | 150
Line 325: Line 326:
 
| style="border:1px solid #333;" | [[Huntsman]]
 
| style="border:1px solid #333;" | [[Huntsman]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Can fire arrows that quickly charge to do more damage and deal large amounts of damage in headshots.
+
* Can fire arrows that quickly charge to do more damage.
 
* Inaccurate from a distance.
 
* Inaccurate from a distance.
 
* Can appear in a primary role, unlike other Sniper robots.
 
* Can appear in a primary role, unlike other Sniper robots.
Line 339: Line 340:
 
| style="border:1px solid #333;" | [[Sydney Sleeper]]
 
| style="border:1px solid #333;" | [[Sydney Sleeper]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Shoots [[Jarate]]-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a mini-crit.
+
* Shoots [[Jarate]]-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a Mini-Crit.
 
* Cannot headshot.
 
* Cannot headshot.
 
| style="border:1px solid #333;" rowspan="2"| 125
 
| style="border:1px solid #333;" rowspan="2"| 125
Line 371: Line 372:
 
| style="border:1px solid #333;" |  [[Force-A-Nature]]<br>[[Fed-Fightin' Fedora]]<br>[[Bolt Boy]]
 
| style="border:1px solid #333;" |  [[Force-A-Nature]]<br>[[Fed-Fightin' Fedora]]<br>[[Bolt Boy]]
 
| style="border:1px solid #333;" |  
 
| style="border:1px solid #333;" |  
* Greater knockback power which can repel attacks.
+
* Greater knockback power and pellet count which can repel attacks.
* Moves slightly faster than a normal Scout.
+
*Decreased damage, reload speed, and pellet spread.
 +
*Limited sight range.
 +
*Moves slightly faster than a normal Scout.
 
|-
 
|-
 
| style="border:1px solid #333;" | {{Robot icon|Scout jumping|giant|alt=Giant Jumping Sandman Scout|link=Scout Robot#Giant Jumping Sandman Scout}} '''[[Scout Robot#Giant Jumping Sandman Scout|Giant Jumping Sandman Scout]]'''
 
| style="border:1px solid #333;" | {{Robot icon|Scout jumping|giant|alt=Giant Jumping Sandman Scout|link=Scout Robot#Giant Jumping Sandman Scout}} '''[[Scout Robot#Giant Jumping Sandman Scout|Giant Jumping Sandman Scout]]'''
Line 386: Line 389:
 
* Can use the Sandman's stun ability.
 
* Can use the Sandman's stun ability.
 
* Moves as fast as a regular Scout.
 
* Moves as fast as a regular Scout.
 +
*Recharges its baseballs ten times as fast.
 
| style="border:1px solid #333;" rowspan="2"|1600
 
| style="border:1px solid #333;" rowspan="2"|1600
 
|-
 
|-
Line 391: Line 395:
 
| style="border:1px solid #333;" | [[Bonk! Atomic Punch]]<br>[[Bat]]<br>[[Bonk Helm]]
 
| style="border:1px solid #333;" | [[Bonk! Atomic Punch]]<br>[[Bat]]<br>[[Bonk Helm]]
 
| style="border:1px solid #333;" |  
 
| style="border:1px solid #333;" |  
* Use their bonk to run through the area while invincible for a few seconds.
+
* Uses their Bonk! to run through the area while invincible for a few seconds.
* Their bonk's recharge rate is increased by 45%
+
* Their Bonk's recharge rate is increased by 45%.
 
* Moves as fast as a regular Scout.
 
* Moves as fast as a regular Scout.
 
|-
 
|-
Line 399: Line 403:
 
| style="border:1px solid #333;" |  
 
| style="border:1px solid #333;" |  
 
* Very fast recharge rate
 
* Very fast recharge rate
* Move 25% slower
+
* Moves 25% slower
 
| style="border:1px solid #333;" | 3000
 
| style="border:1px solid #333;" | 3000
 
|-
 
|-
Line 411: Line 415:
 
| style="border:1px solid #333;" | {{Robot icon|Soldier buff|giant|alt=Giant Buff Banner Soldier|link=Soldier Robot#Giant Buff Banner Soldier}} '''[[Soldier Robot#Giant Buff Banner Soldier|Giant Buff Banner Soldier]]'''
 
| style="border:1px solid #333;" | {{Robot icon|Soldier buff|giant|alt=Giant Buff Banner Soldier|link=Soldier Robot#Giant Buff Banner Soldier}} '''[[Soldier Robot#Giant Buff Banner Soldier|Giant Buff Banner Soldier]]'''
 
| style="border:1px solid #333;" rowspan="3"|  
 
| style="border:1px solid #333;" rowspan="3"|  
* Will start with full rage and buff immediately.
+
* Will spawn with full rage and buff immediately.
 
* 9x buff duration.
 
* 9x buff duration.
 
|-
 
|-
Line 442: Line 446:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* Improved blast radius, reload rate, clip size, and firing speed.
 
* Improved blast radius, reload rate, clip size, and firing speed.
 +
*Decreased damage and 4 degree rocket spread.
 
* Rockets knock players back very far.
 
* Rockets knock players back very far.
 
|-
 
|-
Line 456: Line 461:
 
* Fires 3 rockets at once.
 
* Fires 3 rockets at once.
 
* Rockets have a large blast radius and heal 1000 HP each.
 
* Rockets have a large blast radius and heal 1000 HP each.
 +
*Decreased damage, reload speed, and projectile speed.
 
| style="border:1px solid #333;" rowspan="2"| 4200
 
| style="border:1px solid #333;" rowspan="2"| 4200
 
|-
 
|-
Line 463: Line 469:
 
* 2.0x damage dealt
 
* 2.0x damage dealt
 
* 100% crit chance
 
* 100% crit chance
* Improved firing speed, reload speed, clip size
+
* Improved firing speed, reload speed, clip size.
 +
*Decreased projectile speed.
 
|-
 
|-
 
| style="border:1px solid #333;" | {{Robot icon|soldier sergeant crits|giant|alt=Sergeant Crits|link=Soldier Robot#Sergeant Crits}} '''[[Soldier Robot#Sergeant Crits|Sergeant Crits]]'''
 
| style="border:1px solid #333;" | {{Robot icon|soldier sergeant crits|giant|alt=Sergeant Crits|link=Soldier Robot#Sergeant Crits}} '''[[Soldier Robot#Sergeant Crits|Sergeant Crits]]'''
Line 478: Line 485:
 
* Regenerates health
 
* Regenerates health
 
* 100% crit chance
 
* 100% crit chance
* Improved damage, firing speed, reload speed, projectile speed, clip size.
+
* Improved damage, firing speed, reload speed, clip size.
 
* Releases a slow-moving wall of rockets at players.
 
* Releases a slow-moving wall of rockets at players.
 
|-
 
|-
Line 485: Line 492:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* Extremely large
 
* Extremely large
* Improved damage, firing speed, reload speed, projectile speed, clip size, and blast radius.
+
* Improved firing speed, reload speed, clip size, and blast radius.
 
* Rockets knock back players very far.
 
* Rockets knock back players very far.
 
|-
 
|-
Line 498: Line 505:
 
| style="border:1px solid #333;" | [[Detonator]]<br>[[Old Guadalajara]]
 
| style="border:1px solid #333;" | [[Detonator]]<br>[[Old Guadalajara]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Shoots deadly accurate shots with the Detonator.
+
* Shoots deadly accurate shots very quickly with the Detonator.
 
|-
 
|-
 
| style="border:1px solid #333;" rowspan="5"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman'''
 
| style="border:1px solid #333;" rowspan="5"| {{Robot icon|Demoman|link=Demoman Robot}} '''Demoman'''
Line 510: Line 517:
 
| style="border:1px solid #333;" | {{Robot icon|Demo burst|giant|alt=Giant Burst Fire Demo|link=Demoman Robot#Giant Burst Fire Demo}} '''[[Demoman Robot#Giant Burst Fire Demo|Giant Burst Fire Demo]]'''
 
| style="border:1px solid #333;" | {{Robot icon|Demo burst|giant|alt=Giant Burst Fire Demo|link=Demoman Robot#Giant Burst Fire Demo}} '''[[Demoman Robot#Giant Burst Fire Demo|Giant Burst Fire Demo]]'''
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Increased clip size
+
* Increased clip size and reload speed.
 
* Fires extremely fast
 
* Fires extremely fast
 
| style="border:1px solid #333;" | 3300
 
| style="border:1px solid #333;" | 3300
Line 533: Line 540:
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
 
* Extremely large
 
* Extremely large
* Increased damage and 100% crit chance
+
* Heavily increased damage and 100% crit chance
 
* Explosion is larger, knocks back players and uses a larger explosion effect
 
* Explosion is larger, knocks back players and uses a larger explosion effect
 
* Decreased clip size, projectile speed and reload rate
 
* Decreased clip size, projectile speed and reload rate
Line 545: Line 552:
 
* 50% Damage Bonus
 
* 50% Damage Bonus
 
* 70% Knockback resistance
 
* 70% Knockback resistance
* Moves at half speed
 
 
* Limited sight range
 
* Limited sight range
 
| style="border:1px solid #333;" rowspan="4"| 5000
 
| style="border:1px solid #333;" rowspan="4"| 5000
Line 552: Line 558:
 
| style="border:1px solid #333;" | [[Shotgun]]
 
| style="border:1px solid #333;" | [[Shotgun]]
 
| style="border:1px solid #333;" |  
 
| style="border:1px solid #333;" |  
* Faster reload speed and 9x more pellets per shot
+
* Faster reload speed and ten times more pellets per shot
 
* Can instantly kill a player in one shot
 
* Can instantly kill a player in one shot
 
* Can shoot down projectiles
 
* Can shoot down projectiles
 
* Moves at 70% speed
 
* Moves at 70% speed
 
* Less damage and slower firing speed
 
* Less damage and slower firing speed
 +
*Limited sight range.
 
|-
 
|-
 
| style="border:1px solid #333;" | {{Robot icon|Heavy deflector|giant|alt=Giant Deflector Heavy|link=Heavy Robot#Giant Deflector Heavy}} '''[[Heavy Robot#Giant Deflector Heavy|Giant Deflector Heavy]]'''
 
| style="border:1px solid #333;" | {{Robot icon|Heavy deflector|giant|alt=Giant Deflector Heavy|link=Heavy Robot#Giant Deflector Heavy}} '''[[Heavy Robot#Giant Deflector Heavy|Giant Deflector Heavy]]'''
Line 572: Line 579:
 
| style="border:1px solid #333;" | [[Fists of Steel]]<br>[[War Head]]
 
| style="border:1px solid #333;" | [[Fists of Steel]]<br>[[War Head]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Extremely large
+
* Extremely large.
* Regenerates health
+
* Regenerates health.
* Resistant to ranged damage, weak to melee damage
+
* Resistant to ranged damage, weak to melee damage.
* 100% crit chance
+
* Deals heavily increased damage, improved firing speed.
* Deals 5.0x damage, improved firing speed
 
 
| style="border:1px solid #333;" | 60000
 
| style="border:1px solid #333;" | 60000
 
|-
 
|-
Line 582: Line 588:
 
| style="border:1px solid #333;" | [[Deflector]]<br>[[Tungsten Toque]]
 
| style="border:1px solid #333;" | [[Deflector]]<br>[[Tungsten Toque]]
 
| style="border:1px solid #333;" |
 
| style="border:1px solid #333;" |
* Extremely large
+
* Extremely large.
* Can shoot down projectiles
+
* Can shoot down projectiles.
* +8000 health restored on kill
+
* +8000 health restored on kill.
 +
*Limited sight range.
 
| style="border:1px solid #333;" | 70000
 
| style="border:1px solid #333;" | 70000
 
|-
 
|-
Line 616: Line 623:
 
|}
 
|}
  
===[[Tank Robot|Tank]]===
+
===[[Tank Robot]]===
Noted as "???" in the official Mann vs. Machine update page, the tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method (though it can kill players and other robots via crushing between walls or props while turning). It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final tank in every mission features black and white stripes.
+
Noted as "???" in the official Mann vs. Machine update page, the Tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method (though it can kill players and other robots via crushing between walls or props while turning). It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final Tank in every mission features black and white stripes.
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Machine
 
! class="header" width="150px" style="background: #333; color: white; border:1px solid #333;" | Machine
Line 628: Line 635:
 
* Deals no damage.
 
* Deals no damage.
 
* Will deploy a bomb once at the bomb hatch.
 
* Will deploy a bomb once at the bomb hatch.
| style="border:1px solid #333;" | Anywhere between 10000 and 60000 on official maps, based on the length of the path the tank must travel and its intended difficulty
+
| style="border:1px solid #333;" | Anywhere between 10000 and 60000 on official maps, based on the length of the path the Tank must travel and its intended difficulty
 
|}
 
|}
  
Line 701: Line 708:
 
==Bugs==
 
==Bugs==
 
*When a robot is forced to laugh from the [[Holiday Punch]], the player can hear the laughter, but there is only an animation for the [[Engineer Robot]]. When laughing, they still have the ability to move, but cannot fire their weapons.
 
*When a robot is forced to laugh from the [[Holiday Punch]], the player can hear the laughter, but there is only an animation for the [[Engineer Robot]]. When laughing, they still have the ability to move, but cannot fire their weapons.
*Hitting a Sentry Buster with the [[Holiday Punch]] in the back will cause him to stand still for a few seconds and then explode. This can be used to prevent an Engineer from rebuilding/protecting his Sentry Gun.
+
*Hitting a Sentry Buster with the [[Holiday Punch]] in the back used to cause him to stand still for a few seconds and then explode. This could have been used to prevent an Engineer from rebuilding/protecting his Sentry Gun.
  
 
==Trivia==
 
==Trivia==
 
* Unlike the regular [[classes]], who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
 
* Unlike the regular [[classes]], who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
* All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the [[Heavy Robot]], whose jaw moves up and down.
+
* All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the [[Heavy Robot]] and the [[Sniper Robot]], whose jaws moves up and down.
 
** All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
 
** All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
*The Soldier, Demoman, and Sniper robots appear to use the regular human idle animations when they use melee, rather than the jittery idle animations used by the other robots.
+
*The Soldier and Demoman robots appear to use the regular human idle animations when they use some melee weapons, rather than the jittery idle animations used by the other robots.
 
* The programming for the Bomb is similar to that of the [[Intelligence]], and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb.
 
* The programming for the Bomb is similar to that of the [[Intelligence]], and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb.
* Robots wearing robot hats (such as the [[Scout Robot|Scout robot]] and [[Sniper Robot|Sniper robot]]) wear the RED version of their headgear. If set to equip the actual headgear (in these cases, [[Robot Running Man]] and [[Bolted Bushman]] respectively), they will have a bluer tint on their hats.
+
* Robots wearing robot hats (such as the [[Scout Robot|Scout robot]] and [[Sniper Robot|Sniper robot]]) wear the BLU version of their headgear. If set to equip the actual headgear (in these cases, [[Robot Running Man]] and [[Bolted Bushman]] respectively), they will have a bluer tint on their hats.
* Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for these gigantic robots despite these proportions.
+
* Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for most of these gigantic robots despite their head proportions.
 
** They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines.
 
** They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines.
 
* Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the [[Mecha Update]].
 
* Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the [[Mecha Update]].

Revision as of 09:23, 28 December 2015

This article is about Gray Mann's mechanical army. For the music track, see ROBOTS! For other uses, see Robot.

The robots are at our doorstep, men, and trust me – they are not going to be asking for a cup of sugar. No! These monsters are going to break down our doors, take our sugar, and sprinkle it on our graves!
The Soldier
Gray Mann's mechanical army. Pictured here from left to right are robot Demomen, Soldiers, Pyros, Medics, Heavies, Snipers, Scouts, and Spies.

Robots are the enemies fought in Mann vs. Machine, during missions. They were created by Gray Mann in order to destroy everything created by Mann Co.

Gameplay

Regular robots function nearly identically to the players, being operated by bots, whilst special robots exist that use non-Stock weapons, and other forms of robots exist with abilities and directives that no class normally possesses. Unlike players, robots can notably be sapped, temporarily disabling them often in groups, or in the case of giant robots, slowing them. As noted by Miss Pauling, they run on money, and they drop it when destroyed, allowing players to use that money to upgrade their weapons or buy a Power Up Canteen. Robots follow a set path to the bomb hole, marked by glowing blue arrows before each wave, though they may stray off that path if the bomb carrier is pushed away or to pursue a player. Robots will occasionally taunt after killing a player, and the bomb carrier will always taunt to receive its buff. Robots have an infinite supply of ammo, do not drop their weapons as pickups on death, and cannot collect health and ammo pickups. Robots also never randomly Crit, although some have a means of gaining the Critboost effect.

One robot per wave will enter the field armed with a bomb. The primary directive of the robots is to transport this bomb to the hatch at the end of the map, and the Defenders must stop them. After the bomb is dropped, another robot can pick it up. Any robot can carry the bomb, excluding the Sentry Buster and the Tank (although the Tank carries a separate bomb). Spies and Snipers won't actively try to pick up the bomb, but will if forced on to it via knockback. Carrying a bomb will slow a robot to about half speed, except Giant Robots. After all robots in a wave are killed, the wave is completed, while if the bomb is transported to the hatch and detonated, the wave is lost.

Robots have rudimentary behaviour. Their main objective is to either pick up the bomb and follow the preset path to the bomb hatch, or escort whichever robot is already doing so. On the whole, they do not take alternate routes to the bomb unless the sub-wave is programmed to flank, or the bomb has been dropped in a location off the main path. Robots generally do not care about destroying Teleporters if they are not in the way. They are also completely oblivious to cloaked and disguised Spies: they ignore flickering cloaks, collisions with "teammates", uncloaking noises, and possible Dead Ringers. They can detect if a nearby teammate has been backstabbed, but not with regularity. They do, however, always notice when a Spy is on fire.

Robots can be dispatched in groups known as "squads". One robot is designated as the leader of the squad, and the other robots in the group will follow and surround the leader. If the leader is killed, the rest of the group will scatter and act independently. Medic Robots automatically heal the leader of their squad and attempt to stay behind them, as opposed to other squadmates that tend to cluster in front.

Robots receive certain buffs after a period of time carrying the bomb, with new buffs stacking with the previous ones. A graphic on the HUD indicates which stage the bomb carrier is on and how long until it receives the next buff. Upon receiving a buff, the robot carrying the bomb will taunt with an accompanying sound cue, and surrounding robots will halt to wait for the carrier. The defending team can and should use this as a window of opportunity to kill the bomb carrier, especially if the robot is getting the third upgrade. These buffs will not occur if the bomb carrier is a Giant, though the HUD graphic shows a full meter.

Stages Upgrades Time Interval (Seconds)
Bomb carrier defense.png
First stage
Defensive buff, shared with all nearby robots 5
Bomb carrier health.png
Second stage
45 health regenerated per second 15
Bomb carrier crits.png
Final stage
Full crits all the time 15

In each map there are areas, inaccessible to players, where the robots spawn and make their way into the playable area. While in this area, the robots are invulnerable (showing an ÜberCharge-like effect if attacked), immune to knockback, are unable to attack (although they may use their support items such as the Buff Banner), and the bomb carrier's meter will not charge.

Types

The standard robot set is designed off of each of the mercenaries employed under Blutarch and Redmond Mann and share their basic abilities. Regular robots are equipped with the stock loadout of the classes. Über Medics are not noted as regular robots, despite the fact that they use their Stock weapons.

Regular Robots

Machine Class Equipped with Abilities/Notes Health
Scout
Scout
Scattergun
Bat
  • Runs faster than other robots (133% speed).
  • Attacks in groups.
  • Can use Bat or Scattergun, but only one. Cannot switch weapons.
125
Soldier
Soldier
Rocket Launcher
  • Can fire rockets.
  • Runs slower than the majority of robots (80% speed).
  • Attacks in groups.
200
Pyro
Pyro
Flame Thrower 175
Demoman
Demoman
Grenade Launcher
  • Uses the Grenade Launcher to kill multiple enemies from a distance.
  • Runs slightly slower than other robots (93% speed).
175
Heavy
Heavy
Minigun
  • Uses the Minigun to deal large amount of damage to nearby players.
  • Runs slower than all robots (77% speed).
300
Engineer
Engineer
Shotgun
Wrench
  • Spawns by teleporting onto the map near the bomb.
  • Builds a Teleporter Exit that acts as a forward spawn for the other robots.
  • Builds and maintains a Sentry Gun to guard the Teleporter.
  • Support role only. A notification is always shown when an Engineer enters the map or its Teleporter is built, and its entrance is announced by the Administrator. Killing one results in being notified if its Teleporter is still active.
  • Other Engineers also exist that have less health, do not teleport in, and in some cases do not build Teleporters.
500 or 275
Sniper
Sniper
Sniper Rifle
Kukri
  • Uses Sniper Rifle to deal a large amount of damage (and possibly an instant kill) to players.
  • Uses Kukri to deal damage to nearby players.
  • Cannot crit on headshot.
  • Sniper Rifle emits a laser to give away the Sniper's position.
  • Support role only. A notification is always shown when a Sniper enters the map.
125
Spy
Spy
Revolver
Sapper
Knife
Disguise Kit
Invisibility Watch
  • Spawns from the players' side of the map.
  • Disguises as players to fool them.
  • Backstabs players from behind, usually while disguised.
  • Cloaks with the Invisibility Watch to avoid detection.
  • Saps Engineer buildings with the Sapper.
  • Uses the Revolver to shoot at players when discovered.
  • Support role only. A notification is always shown when a Spy enters the map, and its entrance is announced by the Administrator. Killing one results in being notified of how many Spies are left.
125

Variants

A number of variants based on the standard robots exist; their defining characteristics are based on other unlockable weapons rather than the signature Stock weapons. They are represented by a unique name and icon. Each special robot has the advantages and disadvantages of the original class it is based on, unless noted.

Machine Class Name Special Weapon Abilities/Notes Health
Scout
Scout
Minor League Scout
Minor League Scout
Sandman
Batter's Helmet
125
Hyper League Scout
Hyper League Scout
Sandman
Batter's Helmet
  • Much faster recharge rate than Minor League Scouts.
Bonk Scout
Bonk Scout
Bonk! Atomic Punch
Bonk Helm
  • Able to bypass defenses without taking damage.
Force-A-Nature Scout
Force-A-Nature Scout
Force-A-Nature
Fed-Fightin' Fedora
Bolt Boy
  • Knocks back players to advance the front lines.
Jumping Sandman Scout
Jumping Sandman Scout
Sandman
Hanger-On Hood
Flight of the Monarch
  • Jumps when hitting a baseball to temporarily stun players.
  • Jump very high to dodge enemy attacks and stun players.
Shortstop Scout
Shortstop Scout
Shortstop
  • Smaller head size.
  • Moves 25% faster than other Scouts.
Soldier
Soldier
Buff Soldier
Buff Soldier
Buff Banner
  • Will start with full rage and buff immediately.
200
Extended Buff Soldier
Extended Buff Soldier
  • Will start with full rage and buff immediately.
  • 9x buff duration.
Extended Buff Soldier
Extended Backup Soldier
Battalion's Backup
Extended Conch Soldier
Extended Conch Soldier
Concheror
Soldier blackbox
Black Box Soldier
Black Box
  • Fires 3 rockets at once which have a larger blast radius and heal 60 HP each.
  • Less damage and 2 degree rocket spread.
Soldier libertylauncher
Liberty Launcher Soldier
Liberty Launcher
  • Fires 2 rockets at once that knock back enemies.
  • Less damage and clip size, slower reload speed, and 2 degree rocket spread.
Pyro
Pyro
Flare Pyro
Flare Pyro
Flare Gun, Detonator
  • Able to attack outside of Flamethrower range.
  • Deals Crits and Mini-Crits against a burning target.
175
Pyro Pusher
Pyro Pusher
Scorch Shot
  • 100% crit chance.
  • 25% faster fire rate.
  • Flares are only 35% of normal speed.
Fast Scorch Shot
Fast Scorch Shot
Scorch Shot
  • 100% crit chance.
  • 25% faster fire rate.
  • 30% faster projectile speed.
Demoman
Demoman
Demoknight
Demoknight (Type 1)
Eyelander
Chargin' Targe
  • Can cover large distances very quickly by charging.
  • Has longer melee range.
  • Upon killing, receives 3 seconds of guaranteed critical hits.
150
Demoknight
Demoknight (Type 2)
Ali Baba's Wee Booties
Splendid Screen
Persian Persuader
Sultan's Ceremonial
  • More health and faster shield recharge rate than Type 1.
200
Demo Burst
Burst Fire Demoman
Grenade Launcher
  • Much faster firing speed.
  • 50% smaller clip size.
  • Much slower reload speed.
175
Demoknight Samurai
Samurai Demo
Splendid Screen
Half-Zatoichi
Samur-Eye
  • Longer shield recharge rate and charge time.
  • Very high jump height and does a lot more damage.
  • Attacks with only secondary and melee.
650
Heavy
Heavy
Shotgun Heavy
Heavy Shotgun
Shotgun
  • Faster reload and more pellets per shot.
  • Less damage and slower firing speed.
  • Attacks only with secondary.
  • Attacks in groups.
300
Deflector Heavy
Deflector Heavy
Deflector
U-clank-a
  • Similar attributes to regular Heavy Robots.
  • Can shoot down projectiles such as rockets and grenades.
Heavyweight Champ
Heavyweight Champ (Type 1)
Killing Gloves of Boxing
Pugilist's Protector
  • Upon killing, receives 5 seconds of guaranteed critical hits.
  • Attacks in groups.
  • Attacks only with melee.
Heavyweight Champ
Heavyweight Champ (Type 2)
Gloves of Running Urgently
  • Runs faster than other Heavy robots, at 99.67% speed.
  • All damage taken is in the form of Mini-Crits.
  • Attacks alongside Heavyweight Champs (Type 1), in smaller quantities.
  • Attacks only with melee.
Steel Gauntlet
Steel Gauntlet
Fists of Steel
  • Resistant to ranged damage.
  • Weak to melee damage.
  • Attacks only with melee.
900
Steel Gauntlet Pusher
Steel Gauntlet Pusher
Fists of Steel
Carl
  • 50% damage bonus and deals knockback upon hitting an enemy.
Heavy Mittens Champ
Heavy Mittens
Holiday Punch
  • Runs faster than other Heavy robots, at 100.1% speed.
  • Attacks alongside Heavyweight Champs, in smaller quantities.
  • Permanently critboosted, forcing players to laugh helplessly on a hit.
  • Attacks only with melee.
60
Medic
Medic
Quick-Fix Medic
Quick-Fix Medic
Quick-Fix
Syringe Gun
  • Heals other robots.
  • Heals quicker than with the normal Medi Gun.
  • Cannot use ÜberCharge.
  • When separated from its healing target, it will pull out a Syringe Gun and fire at players.
150
Über Medic
Über Medic
Medi Gun
Syringe Gun
  • Can heal other robots, building up ÜberCharge at a far faster rate.
  • Can ÜberCharge, or make a robot and itself invincible for a limited period of time, when the ÜberCharge meter is filled.
  • Spawns with full ÜberCharge and will activate it as soon as its healing target's health is reduced to 60% of their maximum health or it's when damaged below 54 health.
  • When separated from its healing target, it will pull out a Syringe Gun and fire at players.
150
Sniper
Sniper
Bowman
Bowman
Huntsman
  • Can fire arrows that quickly charge to do more damage.
  • Inaccurate from a distance.
  • Can appear in a primary role, unlike other Sniper robots.
125
Bowman
Rapid Fire Bowman
Huntsman
  • Fires arrows much faster than regular Bowmen.
1200
Sydney Sniper
Sydney Sniper
Sydney Sleeper
  • Shoots Jarate-coated darts, which covers the player in Jarate, making all damage taken from enemies to be a Mini-Crit.
  • Cannot headshot.
125
Razorback Sniper
Razorback Sniper
Razorback
  • Shares the same attributes from normal Sniper bot, but cannot be backstabbed.

Giant Robots

Giant Robots are notably larger than other robots. They can only be slowed by a Sapper rather than destroyed by it, and they cannot be killed or even damaged by a backstab unless the knife is upgraded. They sport significantly more health than other robots, but move at half speed. Unlike regular robots, they are not slowed at all while carrying the bomb. Their presence in a wave is noted by a red background behind their class symbol in the pre-wave overhead. Giant Robots that carry the bomb do not receive buffs for it. All Giant Robots also have resistance to knock back.

Giant Robot versions exist of the Scout, Soldier, Pyro, Demoman, Medic, and Heavy. Multiple Giant Robots can occur in a single wave, either of the same class or not.

Machine Class Name Equipped with Abilities Health
Scout
Scout
Super Scout
Super Scout
Holy Mackerel
Bonk Boy
  • Moves at nearly double the speed of a normal Scout.
1200
Force-A-Nature Super Scout
Force-A-Nature Super Scout
Force-A-Nature
Fed-Fightin' Fedora
Bolt Boy
  • Greater knockback power and pellet count which can repel attacks.
  • Decreased damage, reload speed, and pellet spread.
  • Limited sight range.
  • Moves slightly faster than a normal Scout.
Giant Jumping Sandman Scout
Giant Jumping Sandman Scout
Sandman
Hanger-On Hood
Flight of the Monarch
  • Significantly higher damage and ball recharge rate
  • Increased jump height
  • Has a larger head than normal
Major League Scout
Major League Scout
Sandman
Batter's Helmet
Essential Accessories
  • Can use the Sandman's stun ability.
  • Moves as fast as a regular Scout.
  • Recharges its baseballs ten times as fast.
1600
Giant Bonk Scout
Giant Bonk Scout
Bonk! Atomic Punch
Bat
Bonk Helm
  • Uses their Bonk! to run through the area while invincible for a few seconds.
  • Their Bonk's recharge rate is increased by 45%.
  • Moves as fast as a regular Scout.
Armored Giant Sandman Scout
Armored Giant Sandman Scout
Sandman
Batter's Helmet
  • Very fast recharge rate
  • Moves 25% slower
3000
Soldier
Soldier
Giant Soldier
Giant Soldier
Rocket Launcher
  • No special abilities.
3800
Giant Buff Banner Soldier
Giant Buff Banner Soldier
  • Will spawn with full rage and buff immediately.
  • 9x buff duration.
Giant Battalion Soldier
Giant Battalion Soldier
Giant Concheror Soldier
Giant Concheror Soldier
Giant Rapid Fire Soldier (Type 1)
Giant Rapid Fire Soldier
  • Fires rockets continuously at a faster rate than regular Giant Soldiers.
  • Rockets move 35% slower
Giant Burst Fire Soldier (Type 1)
Giant Burst Fire Soldier (Type 1)
  • Fires extremely fast
  • Improved clip size and reload rate
  • Rockets move 35% slower
Giant Charged Soldier
Giant Charged Soldier
Original
  • Rockets fired are always critical hits.
  • Rockets travel 50% slower.
  • Fires two times slower
Giant Blast Soldier (Type 2)
Giant Blast Soldier
Liberty Launcher
  • Improved blast radius, reload rate, clip size, and firing speed.
  • Decreased damage and 4 degree rocket spread.
  • Rockets knock players back very far.
Colonel Barrage
Colonel Barrage
Rocket Launcher
  • Releases a slow-moving wall of rockets at players
  • Increased damage, clip size, reload rate, and firing speed.
4000
Giant Black Box Soldier
Giant Black Box Soldier
Black Box
  • Fires 3 rockets at once.
  • Rockets have a large blast radius and heal 1000 HP each.
  • Decreased damage, reload speed, and projectile speed.
4200
Giant Burst Fire Soldier (Type 2)
Giant Burst Fire Soldier (Type 2)
Rocket Launcher
  • 2.0x damage dealt
  • 100% crit chance
  • Improved firing speed, reload speed, clip size.
  • Decreased projectile speed.
Sergeant Crits
Sergeant Crits
  • Extremely large
  • Regenerates health
  • 100% crit chance
  • Improved damage, firing speed, reload speed, projectile speed, clip size
60000
Major Crits
Major Crits
  • Extremely large
  • Regenerates health
  • 100% crit chance
  • Improved damage, firing speed, reload speed, clip size.
  • Releases a slow-moving wall of rockets at players.
Chief Blast Soldier
Chief Blast Soldier
Liberty Launcher
  • Extremely large
  • Improved firing speed, reload speed, clip size, and blast radius.
  • Rockets knock back players very far.
Pyro
Pyro
Giant Pyro
Giant Pyro
Flamethrower
  • Can, and will whenever possible, airblast incoming projectiles.
3000
Giant Flare Pyro
Giant Flare Pyro
Detonator
Old Guadalajara
  • Shoots deadly accurate shots very quickly with the Detonator.
Demoman
Demoman
Giant Rapid Fire Demoman
Giant Rapid Fire Demoman
Grenade Launcher
  • Two types; Fires grenades at either (Type 1) 25% or (Type 2) 50% faster than a regular Grenade Launcher.
  • Type 1 has a faster reload time
3300 (Type 1) or 3000 (Type 2)
Giant Burst Fire Demo
Giant Burst Fire Demo
  • Increased clip size and reload speed.
  • Fires extremely fast
3300
Giant Demoknight
Giant Demoknight
Ali Baba's Wee Booties
Chargin' Targe
Eyelander
  • Restricted to melee range, but gains 3 seconds of 100% critical chance on a kill.
3300
Major Bomber
Major Bomber
Grenade Launcher
Prince Tavish's Crown
  • Extremely large
  • Regenerates health
  • 100% crit chance
  • Improved firing speed, reload speed, projectile speed, clip size
40000
Sir Nukesalot
Sir Nukesalot
Loose Cannon
  • Extremely large
  • Heavily increased damage and 100% crit chance
  • Explosion is larger, knocks back players and uses a larger explosion effect
  • Decreased clip size, projectile speed and reload rate
  • Fires two times slower
50000
Heavy
Heavy
Giant Heavy
Giant Heavy
Minigun
  • 50% Damage Bonus
  • 70% Knockback resistance
  • Limited sight range
5000
Giant Shotgun Heavy
Giant Shotgun Heavy
Shotgun
  • Faster reload speed and ten times more pellets per shot
  • Can instantly kill a player in one shot
  • Can shoot down projectiles
  • Moves at 70% speed
  • Less damage and slower firing speed
  • Limited sight range.
Giant Deflector Heavy
Giant Deflector Heavy
Deflector
U-clank-a
  • In addition to regular Giant Heavy abilities, can shoot down projectiles such as rockets and grenades.
Giant Heater Heavy
Giant Heater Heavy
Huo-Long Heater
  • Nearly identical to the regular Giant Heavy, but has unlimited sight range.
  • Impossible to get close to without getting set on fire.
Captain Punch
Captain Punch
Fists of Steel
War Head
  • Extremely large.
  • Regenerates health.
  • Resistant to ranged damage, weak to melee damage.
  • Deals heavily increased damage, improved firing speed.
60000
Giant Heal-on-Kill Heavy
Giant Heal-on-Kill Heavy
Deflector
Tungsten Toque
  • Extremely large.
  • Can shoot down projectiles.
  • +8000 health restored on kill.
  • Limited sight range.
70000
Medic
Medic
Giant Medic
Giant Medic
Quick-Fix
  • Two Types
  • Both heals at a rapid rate.
  • Type 1 can ÜberCharge to heal health at an even quicker rate while being immune to movement impairing effects.
  • Type 2 regenerates health but is unable to ÜberCharge.
4500

Sentry Buster

The Sentry Buster is literally a bomb on legs. It is never predetermined to spawn during a wave, and only spawns if an Engineer is doing significant damage with his Sentry Gun to the robot horde. Its arrival is announced by a ticking theme, a HUD notification, and an announcement from the Administrator. If the team has multiple Engineers with Sentry Guns, a Sentry Buster can spawn for each problematic Sentry Gun. An exploding Sentry Buster damages everything within range, including other robots. When it reaches a Sentry Gun, a sentry buster will crouch and begin to spin. During this short period, an Engineer can and should pick up his Sentry Gun and run away with it. The sentry buster will not pursue, and he can escape with his sentry intact.

Machine Based on Notes Health
Sentry Buster
Sentry Buster
Leaderboard class demoman.png Demoman
  • Detects Sentry Guns that are dealing significant damage to the robot horde or has killed a certain number of robots and runs at the offending Sentry Gun, exploding two seconds after deploying.
  • Cannot carry bombs like ordinary robots.
  • Will always explode: either upon reaching the Sentry (even if the Engineer hauls it) or upon running out of health.
2500

Tank Robot

Noted as "???" in the official Mann vs. Machine update page, the Tank is a rare enemy that usually appears for one or two waves per mission, rarely more than once in one wave. It has a large amount of health, but no attack method (though it can kill players and other robots via crushing between walls or props while turning). It does, however, carry a bomb, and it cannot be stopped by any means other than its destruction. The final Tank in every mission features black and white stripes.

Machine Notes Health
Tank
Tank
  • Extremely large amount of health.
  • Deals no damage.
  • Will deploy a bomb once at the bomb hatch.
Anywhere between 10000 and 60000 on official maps, based on the length of the path the Tank must travel and its intended difficulty

Related achievements

Mvm navicon.png Mann vs. Machievements

.executioner
.executioner
In a single wave, kill 15 bomb-carrying robots in a row before they level up.


Balls-E
Balls-E
Destroy the tank during the final seconds of the bomb being deployed.


Ctrl + Assault + Delete
Ctrl + Assault + Delete
Destroy a sentry buster before it reaches its target.


Clockwork Carnage
Clockwork Carnage
Destroy two tanks within 5 seconds of each other.


Clockwork Conqueror
Clockwork Conqueror
Destroy a tank within 20 seconds of its arrival.


Do Androids Dream?
Do Androids Dream?
As a Scout, use the Sandman to mark 15 robots for death in a single wave.


German Engineering
German Engineering
Use a canteen charged with 'ÜberCharge' to destroy 15 robots.


Ghost in the Machine
Ghost in the Machine
Use a canteen charged with 'Teleport to Spawn' and then kill the bomb carrier within 5 seconds.


Heavy Mettle
Heavy Mettle
During a wave, use rage as a Heavy to push a robot about to deliver the bomb.
Kritical Terror
Kritical Terror
Use a canteen charged with 'Crit Boost' to destroy a giant robot.


Metal Massacre
Metal Massacre
Destroy 1,000,000 robots.


Negative Charge
Negative Charge
Kill 5 Medics that are ready to deploy an ÜberCharge in a wave.


Real Steal
Real Steal
As an Engineer, escape with your sentry as a sentry buster is about to detonate.


Silicon Slaughter
Silicon Slaughter
Destroy 100,000 robots.


Sly Voltage
Sly Voltage
As a Spy, sap 10 robots at once.


Spam Blocker
Spam Blocker
During a wave, defend the hatch 10 times from robots about to deliver a bomb.


Spark Plugger
Spark Plugger
As a Sniper, kill 4 enemies simultaneously.

Gallery

Unused content

  • RED versions of all of the robots (besides the Tank and Sentry Buster) can be found in the game files.
  • There is an unused Gatebot helmet in the files, which resembles a Payload bomb with lights on the eyes, sides and on top. There are also three Gatebot lights specific to the Medic Robot. One adds a light to the chest and the back of the head, one adds a similar set of lights, but with more metal around them, and the other one adds two lights to the ear section of the head. The final Gatebot light also puts a light with a small cable hanging off of it, made to resemble a fez, on top of the head.
  • Below is the list of all robots that appear in the game's files, but are unused.

Scout Robot

Scout
Icon Name Melee Attributes
Scout
Scout Holy Mackerel
Holy Mackerel


Wrap Assassin
Icon Name Melee Attributes
Scout
Wrap Assassin Wrap Assassin
Wrap Assassin


Giant Scout
Icon Name Primary Attributes
Scout
Giant Scout Scattergun
Scattergun
Pictogram plus.png 1,600 HP
Pictogram plus.png +30% knockback resistance


Major League
Icon Name Melee Hat Misc 1 Misc 2 Attributes
Scout stun
Major League Sandman
Sandman
Cockfighter
Cockfighter
Summer Shades
Summer Shades
Boston Boom-Bringer
Boston Boom-Bringer
Pictogram plus.png 10,000 HP
Pictogram plus.png +800% move speed


Pyro Robot

Giant Airblast Pyro
Icon Name Primary Hat Attributes
Pyro
Giant Airblast Pyro Degreaser
Degreaser
Dead Cone
Dead Cone
Pictogram plus.png 3,000 HP
Pictogram plus.png +400% airblast force
Pictogram plus.png +40% knockback resistance
Pictogram minus.png -99.5% damage penalty
Pictogram minus.png -50% move speed


Chief Pyro
Icon Name Primary Attributes
Pyro
Chief Pyro Flamethrower
Flame Thrower
Pictogram plus.png 55,000 HP
Pictogram plus.png +100% airblast force
Pictogram plus.png +40% knockback resistance
Pictogram plus.png Regenerates 500 HP per second
Pictogram minus.png -50% move speed


Demoman Robot

Chief Tavish
Icon Name Primary Secondary Melee Hat Attributes
Demoknight
Chief Tavish Ali Baba's Wee Booties
Ali Baba's Wee Booties
Chargin' Targe
Chargin' Targe
Eyelander
Eyelander
Prince Tavish's Crown
Prince Tavish's Crown
Pictogram plus.png 55,000 HP
Pictogram plus.png +40% knockback resistance
Pictogram plus.png Regenerates 500 HP per second
Pictogram minus.png -50% move speed


Heavy Robot

Heavy Mittens
Icon Name Melee Hat Misc Attributes
Heavy mittens
Heavy Mittens Holiday Punch
Holiday Punch
Point and Shoot
Point and Shoot
All-Father
All-Father
Pictogram info.png 35% smaller in size

Pictogram plus.png 100% crit chance
Pictogram plus.png +30% faster move speed
Pictogram minus.png 60 HP


Giant Heavy
Icon Name Primary Attributes
Heavy
Giant Heavy Natascha
Natascha
Pictogram plus.png 5,000 HP
Pictogram plus.png +70% knockback resistance
Pictogram plus.png +50% damage bonus
Pictogram minus.png -50% move speed


Giant Heavy
Icon Name Primary Attributes
Heavy
Giant Heavy Brass Beast
Brass Beast
Pictogram plus.png 5,000 HP
Pictogram plus.png +70% knockback resistance
Pictogram plus.png +50% damage bonus
Pictogram minus.png -50% move speed


Super Heavyweight Champ
Icon Name Melee Hat Attributes
Heavy champ
Super Heavyweight Champ Killing Gloves of Boxing
Killing Gloves of Boxing
Pugilist's Protector
Pugilist's Protector
Pictogram plus.png 5,000 HP
Pictogram plus.png +70% knockback resistance
Pictogram plus.png +20% damage bonus
Pictogram plus.png +40% attack rate
Pictogram minus.png -50% move speed


Sniper Robot

Jarate Master
Icon Name Secondary Hat Attributes
Sniper jarate
Jarate Master Jarate
Jarate
Desert Marauder
Desert Marauder
Pictogram plus.png +90% recharge rate
Pictogram info.png Game files indicate it was cut for not having working animations


Bugs

  • When a robot is forced to laugh from the Holiday Punch, the player can hear the laughter, but there is only an animation for the Engineer Robot. When laughing, they still have the ability to move, but cannot fire their weapons.
  • Hitting a Sentry Buster with the Holiday Punch in the back used to cause him to stand still for a few seconds and then explode. This could have been used to prevent an Engineer from rebuilding/protecting his Sentry Gun.

Trivia

  • Unlike the regular classes, who face the direction they're aiming and walk sideways or backwards, most robots are split across the waist so that their top half is facing the way they're aiming but their bottom half is facing the way they're moving.
  • All robots have voice lines, robotic versions of the voice lines used by the class they are modeled on. All lack facial animations while doing so, save for the Heavy Robot and the Sniper Robot, whose jaws moves up and down.
    • All voice lines added to the game before the Mann vs. Machine Update are available in robotic form, despite many of them being impossible to hear (e.g. lines relating to capping points or Payload carts).
  • The Soldier and Demoman robots appear to use the regular human idle animations when they use some melee weapons, rather than the jittery idle animations used by the other robots.
  • The programming for the Bomb is similar to that of the Intelligence, and the robots will perform responses based on this. The human players, however, have specific voice responses related to the bomb.
  • Robots wearing robot hats (such as the Scout robot and Sniper robot) wear the BLU version of their headgear. If set to equip the actual headgear (in these cases, Robot Running Man and Bolted Bushman respectively), they will have a bluer tint on their hats.
  • Giant robots, with the exception of the Giant Medic, use different models with slightly skewed proportions (most notably a smaller head and larger torso) and more detail to make up for their larger size. The models themselves are the same size as the normal robots' but are scaled up 1.75X in-game. All hitboxes are the same for most of these gigantic robots despite their head proportions.
    • They also have separate, more heavily-distorted voice lines, which are notably deeper and more mechanical-sounding than their human-sized counterparts. The Sniper, Spy, Engineer, and Medic robots, however, do not have these voice lines.
  • Engineer Robots appeared in the game files since the Mann vs. Machine Update, but were initially unused by Valve until the Mecha Update.

External links